Bulezau (CR 9)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., scent, Listen +14, and Spot +14
Languages: Abyssal, Common, telepathy 30 ft.
AC: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Hit Dice: 10d8+70 (115 hp); DR: 10/cold iron
Fort +14, Ref +9, Will +8
Speed: 30 ft.
Space: 10 ft./10 ft. (20 ft. with ranseur)
Base Attack +10; Grapple +20
Attack: Huge +1 ranseur +14 melee
Full Attack: Huge +1 ranseur +14/+9 melee or 2 claws +12 melee and gore +10 melee and tail +10 melee
Damage: Huge +1 ranseur 3d6+16/19-2/x3*, claws 1d6+9*, gore 2d6+6*, tail 1d8+6* (*includes adjustment for 3-point Power Attack)
Special Attacks/Actions: powerful charge, summon Tanar'ri
Attack Options: Power Attack, blood frenzy
Abilities: Str 22, Dex 14, Con 24, Int 6, Wis 12, Cha 10
Special Qualities: immune electricity and poison, outsider traits, resist acid 10, resist cold 10, SR 18, wield over-sized weapon.
Feats: Improved Critical (ranseur); Multiattack; Power Attack; Weapon Focus (ranseur)
Skills: Climb +19, Intimidate +13, Jump +19, Listen +14, Spot +14, and Swim +19
Climate/Terrain: The Abyss
Organization: Solitary or troop (4-8)
Treasure/Possessions: Standard plus huge +1 ranseur
Fiendish Codex I
Blood Frenzy (Ex): A bulezau that takes damage in combat can fly into a frenzy in the form of attacking madly until it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a -2 penalty to Armor Class. A bulezau cannot end its frenzy voluntarily.
Powerful Charge (Ex): A bulezau typically begins battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, this allows a bulezau to make a single gore attack with a +17 attack bonus that deals 4d6+9 points of damage.
Wield Oversized Weapon (Ex): A bulezau is skilled at wielding weapons one size category larger than itself, and do not take any penalties when fighting with such weapons.
Spell-Like Abilities (Sp): At will - command (DC 11), greater teleport (self plus 50 pounds of objects only), see invisibility, solid fog, telekinesis (DC 15); 3/day - fear (DC 14); 1/day - shout (DC 14). Caster level 10th. These save DCs are Charisma-based.
Summon Tanar'ri (Sp): Once per day, a bulezau can attempt to summon 1d6 dretches, but with only a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.